★ TouchArcade needs your help. Click here to support us on Patreon.

Star Command (Game Dev Story meets Star Trek)

11-22-2012, 08:12 AM
Joined: Jun 2009
Location: London, UK
Posts: 3,768
I can't read through 77 pages, so I'll just ask... does this game have permadeath? If so, any rough idea on how long each session can last? Is there a definitive end to the game?
11-22-2012, 08:59 AM
Joined: Aug 2011
Location: Czech republic
Posts: 868
As far as we know if you completely die, you will have to hire new crew.

11-23-2012, 05:31 AM
Joined: Mar 2011
Posts: 484
Quote:
Originally Posted by GR3NADE View Post
As far as we know if you completely die, you will have to hire new crew.
But eventually we all will die until this game will be released.
11-23-2012, 05:22 PM
Joined: Aug 2011
Location: Atlantic, IA
Posts: 280
So excited for this game to be released. I'm sure its going to be as amazing as I've imagined it being in my head.

Member of the Beta Tester Alliance
Games I have Beta Tested: https://docs.google.com/document/d/1.../edit?hl=en_US
Add me on Game Center: bjp13
11-24-2012, 02:05 AM
Joined: Sep 2011
Location: England
Posts: 246
Quote:
Originally Posted by Bparker View Post
So excited for this game to be released. I'm sure its going to be as amazing as I've imagined it being in my head.
But gutted that it looks like it will be 2013 now

(as you'd expect it to be announced if it was this side of Christmas)
11-24-2012, 03:30 AM
Joined: Nov 2010
Posts: 913
Quote:
Originally Posted by coxy View Post
But gutted that it looks like it will be 2013 now

(as you'd expect it to be announced if it was this side of Christmas)
A shame the world is ending at the end of 2012 =/

I guess it sort of makes sense not to go up against the big names in the App Store.
11-24-2012, 04:48 AM
Joined: Aug 2010
Posts: 140
I'm going to say June 2013 just so I'm not disappointed - once again.

With their approach to making a perfect game with no bugs, I can't imagine what it will be like when they release new content (when they actually have everything bug free, it's probably going to be release once every 2 years). People will have moved on by then, Apple will have introduced newer models with more power in their devices, the developers will go back to the drawing board to accomodate for this (like putting in retina) and gamers will have to buy new devices just to accomodate for this to keep playing this game. I always thought one of the benefits of mobile game development should be its flexibility as supposed to the tradition game development of 50 - 100 developers over a span of 2 years. Updates could be pushed out just as easily as console patches nowadays, no?

I can see why they don't want to release a buggy game but is it worth losing disappointed customers over this principle?

Last edited by wuzmaname; 11-24-2012 at 04:54 AM.
11-24-2012, 07:43 AM
Joined: Feb 2012
Location: Alaska
Posts: 238
Quote:
Originally Posted by wuzmaname View Post
I'm going to say June 2013 just so I'm not disappointed - once again.

With their approach to making a perfect game with no bugs, I can't imagine what it will be like when they release new content (when they actually have everything bug free, it's probably going to be release once every 2 years). People will have moved on by then, Apple will have introduced newer models with more power in their devices, the developers will go back to the drawing board to accomodate for this (like putting in retina) and gamers will have to buy new devices just to accomodate for this to keep playing this game. I always thought one of the benefits of mobile game development should be its flexibility as supposed to the tradition game development of 50 - 100 developers over a span of 2 years. Updates could be pushed out just as easily as console patches nowadays, no?

I can see why they don't want to release a buggy game but is it worth losing disappointed customers over this principle?
While that is a good point, be aware that we are lacking half the picture: we have no idea what the development of the game is actually like. We don't know the code; we don't know the majority of the animations or backgrounds; we don't know the audio. There's a lot that is beyond our vision, and if stuff we can't see makes development takes a long ass time, then it's no wonder we're getting impatient; we don't see the issues, because at this point we are incapable of seeing the vast majority of the game.

It's just a thought, and the fact of the matter is that the devs have been honest and have always come through with letting us know what is going on with the game's development, at least on an uber-broad level that any listener could understand. That's enough for me to be patient because a lot of devs in general, indie or otherwise, do not do that, but these guys do, and I think that's special. I understand that may not be enough for everyone, and I'm okay with it.

Feel free to move on and forget, and I mean that in a positive, non-threatening way. Your time is yours, so just take charge of it.

I do agree with the sentiment that the devs are gonna have to release the game some time before or after this holiday season, even if it's riddled with bugs, because, as Extra Credits put it, at some point devs HAVE to release, even if they are not comfortable with the release, because we potential customers need to have a product at some point; something, ANYTHING, just get it out and stop fussing over it!

My $0.02.

Sincerely,

Mr. Album
11-24-2012, 05:35 PM
Joined: Feb 2012
Posts: 220
Quote:
Originally Posted by MidianGTX View Post
I can't read through 77 pages, so I'll just ask... does this game have permadeath? If so, any rough idea on how long each session can last? Is there a definitive end to the game?
Each crew is a unique special snowflake, so when they die, they are gone for good. You can recruit new crew to fill their shoes, however, each new crew is a rookie with newb xp levels etc.

As to game save, it's still unclear how this will work. I like the idea of save+quit on progress, personally. As to game over routines, no idea, I like the idea that the challenge scales so that you can get by with low level crew for a time, but comes a point where if you are low on xp-crew then you're dead meat and need to start a new game and save more of your team for later. Also like the idea of escape podules incase of catastrophe and your ship is destroyed, you get to save eg 1/4 of the crew to transfer for a new game.

Yes - there is a definite "end of game" being "level 30" in the initial game with expansions for further missions up to 100 ie more episodes of trek/futurama as it were, planned. IE Ravenmark does a sort of chapter upgrade model too for comparison.

Hope that is useful, but as said, lots of details to be disclosed when they the devs are ready *lead up to launch I expect*.

Latest info from star command facebook:

Quote:
We have isolated crew behaviors, enemy AI, tilemaps and all missions. We will have spritesheets on day 1 of all characters, enemies, rooms etc.

We will also have video walkthroughs of our pixel process - how we made organic characters, tips for quick animation and then a separate series for rooms and physical objects like the ships. [for kickstarter backers]
11-27-2012, 01:20 AM
Save game functionality

"As to game save, it's still unclear how this will work. I like the idea of save+quit on progress, personally." - Estupendo

The save games works both automatically and manually. The game has 1 'Autosave' spot. Then there are 3 manual-save spots to save whatever game, whenever you would like.

The auto-save saves at the ending of your most recent completed mission. This is to prevent people from having the inability of beating a battle - instead if you load up the auto-save it will be a little further back - but ensures you are never stuck with an inadequate crew/ship for the mission you got yourself into.